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Everything posted by Tempust85
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For now, I wouldn't worry about making a Jan Ors head. Just a good head to use with the new facial bones.
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"Like" this post if you think I should add tabard 'flaps' variant for the back of the hips.
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Robe & hood as well, including all the caps. Will need to add a hood for each head, as you can see it either clips or doesn't look right.
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I dunno, Xycaleth said at one point the fix could lie in the renderer but fixing the file format itself would probably be easier.
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I imported a max exported xsi file into mod tool with 'normal' checked on the importer and your exporter doesn't create these uv seams. It's obviously the ghoul2 format. It seems to be something that happens with older formats.
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I remapped the HS hands to use the jedi_hm hands texture and I fixed up the African American variant:
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It may just need to be a fix in your FBX 2 GLM at some point. EDIT: After some reading - I found that if you do a normal bake onto a model that has the UV seam splits, it will mostly stop the splits from being visible. So this looks like the only option artists will have when making assets with rend2 in mind.
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I'm more interested in a uv seams fix in the renderer for all model formats. PBR won't look that great with those breaks.
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Hopefully adding HS Jedi clothing on top of what's already available won't put it over. If that's the case, may as well use Neomarz's younglings and call it a day. B)
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Starting on the blonde head later today.
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I did reduce it just a tad: I also fixed the texture slightly, with the most noticeable thing being new stubble.
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Don't forget, he's African American.
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Lol ok, no probs. I sometimes read too much into things, especially in text. Moving along:
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Getting back to this within the next day or so.
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Starting on the other heads now. @@Circa Just out of curiousity, are you having a 'be an ass' day or are you just mucking around? Starting to get the vibe you don't like me much.
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It's not that different, but I'll change it back.......
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Here's the head from all angles: I've tweaked the jaw a bit.
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Update: Texture map is resized in the above pic to fit. Updates include: - head is all now one mesh, except for the ears & eyes - 2 head textures have been merged into one, and is 1024x1024 - ears geometry is now more rounded and less low poly - removed the modelled on bangs and replaced with alpha bangs to match the other side - head, eyes & ears have no overlapping UVs - added more geometry to the lips to make them appear a little more puffy and less flat - gave the top lip a slight overbite, rather than having it flush with the bottom lip - made a few adjustments to jaw & cheek geometry shape - fixed the lower back of the hair from being a bit green
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I'll send it once the model-side is done and it's compiled. My next trick is merging jaden's head textures into one so it doesn't look so mismatched in some areas.
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I was trying to see if you liked my idea, but no biggie. So far I've managed to get hs Kenobi into max while keeping the weights. Time to start adding some heads. Btw, does anyone know what the surface limit is per GLM? Could run into issues if we pile everything into one massive GLM. EDIT: Here's one head
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I'll staple Jaden canon head (and improve it somewhat) onto HS obi, then I'll mix up the colors so it doesn't look like a staple job. Worry about the other heads later.
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By canon head I mean this one: and have only this one available to the player, and dump all other heads.
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I'd be willing to help move the clothing over if you decide on this route.
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Featured picture time!
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I honestly would prefer the canon jaden head kept and the rest scrapped. Then move all the choices of clothing for the other species & females over to human male. Perhaps you could add some variants to the canon jaden head like some scars to choose from.